An index of geographical features in the map of Triagia
The content of this index was derived from the following sources: works
by Raymond E. Feist (including novels*and computer games), Midkemia Press
Publications, comments made by Raymond E. Feist and Steve Abrams on the Feistfan-L mailing
list, and personal correspondences. Every effort has been made in the text below
to remain consistent with these sources of Midkemian geography and history. Any
departures from canon are mistakes of my own.
All information is the property of Raymond E. Feist, the Bittersea Company, and Midkemia Press. Used by permission. Permission to reproduce or retransmit expressly denied.
Scroll through an alphabetical listing of geographical features below. Clicking on the name of an entry will move the focus of the map on the left to include that location. Alternately, click on the named features in the map to read a description in this frame. Both windows may be resized as needed. Within each entry, the first instance of related discussions have been hyper-linked.
WARNING: Content contains spoilers for most of Raymond E. Feist's novels.
-R. M. Askren
Ahar - City located deep in the Empire of Great Kesh south of Overn Deep.
Armengar - a fortified city north of the Yabon Hills. According to Macros, Armengar was once called Sar-Isbandia and was actually built by the Glamredhel, as was its twin city to the north, Sar-Sargoth, long before they fell into barbarism. Both cities were made in imitation of the city of the Valheru, Draken-Korin, using sciences plundered from other worlds. Both cities were won by the Moredhel in battle at great cost: first Sar-Sargoth, which became Murmandamus's capital, then Sar-Isbandia. But the first incarnation of Murmandamus was killed in the Battle of Sar-Isbandia, when the Glamredhel were reputedly obliterated. Both cities were abandoned by the Moredhel after his death. Many years later, the Moredhel returned to Sar-Sargoth and men assumed control of Armengar. The ancestors of these "Armengarians" came over the mountains when the Kingdom annexed Yabon. They discovered a rich land which had obviously once been inhabited. Their legend was that the gods ordered a race of giants to build the city, then left it abandoned. Armengar was eventually destroyed in the battle between the new Armengarians and the armies of the false Murmandamus.
Ashunta - Southernmost city of the Keshian Empire. It is located in the plains above the Girdle of Kesh. The plainsmen of Ashunta are easily recognized by their ceremonial war clubs and by the way they wear their hair - bound back and tied off with a ring set with a feather and allowed to fall in a long tail down to mid-back, but with two long ear locks left free. The Ashuntai are horsemen of legendary repute. It is debated within Kesh who are the true masters of the horse: the Ashuntai Brothers of the Horse or the Riders of Jal-Pur. Kesh conquered the Ashuntai with great difficulty bringing fifteen legions into their lands to subdue them. The Ashuntai were the key to Kesh's conquest of the western Empire. However, the Ashuntai people held strongly to their own national identity and regained autonomy from Kesh two centuries after their conquest. Ashuntai men are taught to despise warm feelings, and to love a woman is to be weak. Desire and lust they count necessary for breeding sons, but love is a useless emotion. The Ashuntai women are considered property and are bartered and bought and sold. The lands of the Ashuntai are rolling grasslands that hold little interest to other peoples. For this reason, the area serves as a frequented route for slavers and renegades to move around without running foul of the Imperial Army. Rondar, one of Talon of the Silver Hawk's contemporaries in the Conclave of Shadows, is the son of an Ashuntai chief and was captured by slavers while collecting ritual herbs. He was bought off the auction block by none other than Nakor.
Bas-Tyra - Duchy of the Kingdom of Isles. Lord Borric's cousin Guy was made Duke of Bas-Tyra by King Rodric III. The city of Bas-Tyra is the largest port on the north shore of the Kingdom Sea.
Bordon - One of the Free Cities along the northwestern coast of the Bitter Sea. Bordon is a small city by Kingdom standards, little more than a seaport town. Bordon, like all the Free Cities, has no standing army, but is instead supported by a garrison of Natalese Rangers.
Brijane - coastal town below the Grimstone Mountains and home of the infamous Brijaners - raiders and traders who ply the Great Sea from Kesh to the Eastern Kingdoms in their long "Dragon Ships" — and even, some claim, across the Endless Sea. They are proud, violent men, and they worship the spirits of their dead mothers. All Brijaner women are seers and priestesses, and the men believe their ghosts come to guide their ships and therefore hold all women sacred.
Carse - The southern branch of the river Crydee, called river Boundary marks the border between Crydee and Carse, one of the Lord of Crydee's vassal provinces. The city of Carse, situated along the Far Coast of the Western Realm, is the largest city in the Province of Crydee and the best port on the Far Coast. In Borric's childhood, Carse was besieged by the Moredhel. It was with the aid of the Dwarves that the Dark Elves were defeated. At the Battle of Carse Keep, when the castle was nearly taken by the Dark Brotherhood, the dwarves of Stone Mountain and the Grey Towers were on the march to aid the besieged. A messenger carried the news of the castle's imminent fall, and the dwarves ran for a day and a night and half a day again to fall on the Brotherhood from behind without any lessening of their fighting ability. The Brotherhood was broken and, not until the days of the second Murmandamus, did they organizing again under a single leader. Carse was again besieged, along with Crydee and Tulan, by the emissaries of the Pantathians. This attack led to the travels of Calis and his soldiers halfway around the world, to the land called Novindus where they fought to disarm a plot to invade the Kingdom. Carse is also noted as the home of Althafain, a legendary artificer of magic who presented Kulgan with the orb he used to first test Pug's talent. Pug was later to inherit this device and use it extensively. It was through the use of this orb that Pug found a place for the Saaur to live peacefully on Midkemia - "Ethel duath," or the Duathian Plane, on the continent of Winyet - a million or so square miles of grasslands, rolling hills, rivers, and lakes, with mountains to the north and west, and six hundred foot cliffs to the south and east.
Caern - small town in the far north at the edge of human habitations. Caern is the closest town to the ancient city of Sar-Sargoth.
Caldara - a beautiful valley, nestled in the foothills of the Grey Towers along the eastern edge of the Green Heart. The Dwarven people living in Caldara are industrious and live comfortably in this place of bounty. After the return of Tholin's hammer during the Riftwar, Dwarves from the Grey Towers, Stone Mountain, Dorgin, and other lands gathered to see Dolgan Tagarson, Chief of Village Caldara, take the crown lost with Tholin. Tomas would often stay at the village of Caldara when he wintered in the area. It was in this peaceful village that Owyn and Gorath met with King Dolgan on their way to Elvandar bearing a message to Tomas from Lady Katala. Gorath, being a Dark Elf and sensitive to the power of the Valheru, felt the lingering presence of Tomas ten years after he had last been there.
Caralien - northern-most port city on the great lake of Overn Deep.
Caralyan - town on the far northern shores of the Dragon Sea.
Cavell Keep is the old keep of the Corvallis family, overlooking the Village of Cavell. A labyrinth of tunnels and caves extend under the keep known as Cavell Run. The Run had a bolt hole located in a waterfall near the keep. Owyn Belefote and his cousin, Ugyne Corvallis, explored the Run extensively in their youth. Cavell Village is the center of a busy farming region. A fire in the keep led the Corvallis family to abandon it and take up residence in the village. Subsequently, the Run was used by the Nighthawks, a brotherhood of assassins, as a secret base of operations until discovered by James of Krondor and his companions.
Cheam - located at the mouth of the River Cheam as it enters the Sea of Kingdoms, Cheam is a large trading port, which has spacious docks, a huge warehouse district, and is the second largest port on the north shore of the Kingdom Sea after Bas-Tyra.
Crydee is a rough outpost city on the western edge of the Kingdom. It is located at the mouth of the River Crydee on the shore of the Endless Sea known as the Far Coast. In its early years as a Keshian fort, it was captured to become a Kingdom stronghold and a vital point of defense. All of what was once the old Keshian imperial province of Bosania, except for the Free Cities of Natal, is now the Duchy of Crydee. It was in Crydee that the first signs of invasion by the Tsurani appeared: the shipwreck of an alien vessel. Many of Midkemia's greatest heroes can claim Crydee as home - most famous of whom are Pug, Tomas, Arutha, and Martin Longbow.
Cutter's Gap - one of the three major passes through the eastern half of the Teeth of the World. Cutter's Gap is at the south end of a wide valley, running through the Teeth of the World, rock-strewn and densely grown with brush for most of its length. At its southern end the gap is cleared, with no vestige of cover - only scorched ground which marks the limit of the Lord of Highcastle's patrols. Highcastle has a burn in this region every year to keep the area uncovered so no one can approach undetected. In the mercenary Roald's many adventures, he once held Cutter's Gap with fewer than thirty men against two hundred goblins for three days until Brian, Lord Highcastle, came to their aid.
Darkmoor - takes its name from the nearby marshes which serve as a well-known landmark on the often traveled journey from Krondor to Rillanon. Before the area was conquered by the Kingdom, Darkmoor was an independent realm. Afterwards, in the earliest days of Kingdom control, the holdings of the Baron of Darkmoor marked the western boundary of the Kingdom. Darkmoor's most famous son is Erik von Darkmoor, who went from prisoner to mercenary in Calis' army to Captain of the Crimson Eagles. The lands claimed by the von Darkmoors are also famous for the finest grapes and wines in the world and the region is the center of all wine trade in the Kingdom of the Isles. While fine wines are produced in the Free Cities of Natal and Yabon province to the west, none match the complexity, character, and age-worthiness of those produced in the Barony of Darkmoor. Even the difficult-to-grow Pinot Noir grape, originally imported from Bas-Tyra, flourish in Darkmoor as it does in no other place in the Kingdom. Lush reds and crisp whites, sparkling wines for celebration - Darkmoor's finest product bring the highest prices from the northern borders south into the heart of the Empire of Great Kesh.
Deep Taunton - Port City north of the Peaks of Tranquility. Guy du Bas-Tyra fought the Keshians here following his duel with Borric over Catherine. Guy's remarkable successes against Kesh at Deep Taunton earned him his reputation as a great military leader. He later shared with Arutha that he was driven at the time by his bitterness over the loss of Catherine to Borric.
Dencamp-on-the-Teeth - a small town just south of Northwarden. The Baron of Northwarden maintains a small garrison of horse soldiers in Dencamp-on-the-Teeth as a reserve contingent against any who might win through the heavy defenses into the Kingdom from the north.
Dolth - Barony of the Kingdom whose central town is south of the Blackwood Forest. However, The Earl of Dolth maintains a fortified outpost on the northern edge of the Blackwood to aid in defending the realm from the north.
Dong Tai - City of the Keshian Confederacy.
Dorgin - Ruled by King Halfdan, Dorgin is home of the Dwarves in the East. At the juncture of the Calastius Mountains and the Grey Range to the south, the area is an important one for mining. Never in known history have the Dwarves at Dorgin been overrun by enemy forces. King Halfdan sent his son, Hogne, to the Dwarves Moot at Stone Mountain in the long hall of Chief Harthorn at village Delmoria to witness the restoration of the line of Tholin in the West. It was at this moot that Dolgan Tagarson, Chief of Village Caldara, was named King of the Dwarves in the West. The warrior monk, Brother Solon, who helped James recover the Tear of the Gods, grew up on a farm near Dorgin and thus spoke with a Dwarven accent..
Draconi - ancient city on the northern shore of the Dragon Sea.
Durbin - coastal city on the southern shore of the Bitter Sea. Durbin commands the only arable farm land between the Vale of Dreams and the foothills of the Trollhome Mountains, as well as the one safe harbor to be found from Land's End to Ranom, for along the south coast of the Bitter Sea treacherous reefs wait for ships and boats unfortunate enough to be caught in the unexpected winds that spring up routinely. For centuries, Durbin had been home to pirates, wreckers and scavengers, and slavers. When the desert men of Jal-Pur conquered Durbin, they found their gateway to the trade of the Bitter Sea. In time, the Empire of Great Kesh conquered the desert men and Durbin became the home of an Imperial governor. The Keshian governor of Durbin is considered by the Kingdom to be little better than a pirate and renegade for he allows the Guild of Durbin Slave Traders to flourish and Durbin is considered safe harbor for every cutthroat and pirate from every nation bordering the Bitter Sea.
Durrony's Vale - Located between the Dwarven lands of Dorgin and the Duchy of Salador, the bountiful lands of Durrony's Vale are the province of the Duke of the Southern Marches.
Eggley - small town on the eastern edge of the Dimwood Forest. The presumed home of Jaquin Medosa, a magician who attacked the Duke of Olasko's party north of Krondor as they were hunting under the protection of Pug's son, William, when he was a cadet in the Krondorian Guard.
Elarial - westernmost outpost of the Keshian Empire located on the shore of the Endless Sea. It was off the coast from Elarial that Keshian cutters burned the ship Red Raven, captained by Trevor Hull. Hull traveled to Krondor and ended up smuggling and a close associate of the Mockers. He helped Jimmy-the-Hand to hide Arutha and Princess Anita when Guy du Bas-Tyra was regent of Krondor. It was also in Elarial that Ghuda Bule had purchased an inn and unsuccessfully tried to settle down.
Eldpoint - Eldpoint is a small farming community north of the Dimwood Forest.
Elvandar is located in the great forests north of the Green Heart on the northern continent of Triagia. It is the ancient home of the elves (Eledhel) and is barred by beasts and magic to all that come unbidden. The center of Elvandar is a city built entirely of giant trees connected by high arching bridges. Many of these trees have foliage of silver, white, or gold. The elves are a tall and graceful people whose natural lives may last centuries. They are one of the oldest native races of Midkemia. Elves were the servants of the Valheru - the Dragon Lords - whose great powers opened rifts to other worlds during the Chaos Wars allowing the races of humans, dwarves, goblins, and others to enter Midkemia. The elves and their distant cousins, the Moredhel, were decimated in the conflict of the Chaos Wars and struggled to survive in the world after the Valheru disappeared. The Moredhel chose a dark path and the elves worked their way towards the light. The elves are ruled by Queen Aglaranna and her consort, Tomas. After mourning the death of her husband, King Aidan for over twenty years, Aglaranna and Tomas first beheld one another at Crydee when an elvan delegation came to share news of the Tsurani invasion. When the power of the Valheru, Ashen-Shugar, began to rise up in Tomas, Aglaranna recognized the need for the guidance of the elvan spell weavers to ensure his human ability to love, to know compassion, to understand, would temper the unchecked power of the Valheru. Her care and concern would mature into a deep, abiding love. And the boy from Crydee, in his love for Aglaranna, and hers for him, withstood being consumed by the most powerful member of the most powerful race ever to have lived upon the world of Midkemia.
Euper - an eastern Duchy of the Kingdom whose main city is located south of Dolth on the shore on the Sea of Kingdoms.
Farafra - major Keshian Seaport on the Dragon Sea.
Hansule - Keshian sea port on the shore of the Great Sea. Once called home by Ghuda Bule. Hansule is the location for the heaviest concentration of the Empire's Eastern Fleet.
Harlech/Harlik - one of a number of small towns in the Northlands. (Other towns include Caern, Raglam, and Wyke.) Moraeulf, Delekhan's son, set his base camp at Harlik when the Dark Elves mustered under his father.
Hattaresh - Keshian city near the southern portion of the Spires of Light along the north bank of the River Same.
Hawk's Hollow - Kingdom town near the northern foothills of the Calastius Mountains. Although a small town, the Kingdom garrison at Hawks Hollow provides control of a vital pass through the mountains to the east.
Highcastle is a frontier fort town that guards Cutter's Gap - one of the three major passes through the eastern half of the Teeth of the World. Highcastle is one of the Border Baronies established by the Kingdom to guard the passes through the Teeth of the World and has the largest border fortress. However, it was overrun by the Moredhel on the eve of the Battle of Sethanon during the Great Uprising. Since then, the Princes of Krondor have reinforced the fortifications there to discourage further incursions into the Kingdom of the Isles.
Hush - a town north of the Free Cities in the southern foothills of the Grey Tower Mountains.
Injune - a coastal city located in the extreme southeast on the Triagian continent.
Ironpass - northernmost of the Border Baronies established by the Kingdom to guard the passes through the Teeth of the World.
Ishlana - a city within the Empire of Kesh located at the confluence of two rivers-one originating in the Mother of Waters and the other in the Peaks of Tranquility-just north of the borders of the Dark Haven.
Jalome - port city on the southern shores of the great lake Overn Deep.
Jandowae - coastal city on the southern shores of the Dragon Sea. It was in Jandowae that Ghuda Bule originally intended to build an inn. He eventually bought one in Elarial.
Jonril is the name of two cities on the continent of Triagia. The older of the two is located just south of the Green Reaches in the Empire of Great Kesh. Citizens from old Jonril migrated to the Far Coast and established the new city of Jonril just south of the Green Heart. The Duke of Crydee fortified Jonril as an outpost on the edges of the ancient forest of the Green Heart to guard against raids by goblins, Moredhel, and brigands. After the first Riftwar, Jonril became a major way-stop for travelers along the Far Coast and the garrisoned town grew, bolstering overland trade within the Duchy.
Kampari - Keshian city in the plains between the mountains of the Spires of Light and the Peaks of Tranquility.
Kenting Rush - a small town, barely more than a dozen shops and inns, surrounded by farms and small estates west of the Dimwood. Navon du Sandau, an erstwhile merchant from Kenting Rush, was exposed by James as a leader within the Nighthawks. He died in a duel with James at the Cavell village inn.
Kesh - Capital city of the Empire of Great Kesh and one of the most ancient and majestic of all the cities in Midkemia. There is little that is truly lovely in the city of Kesh; however, it holds the echoes of centuries of history, a mighty nation rising to become a great empire. The city reflects the Empire's age and history - a dark and magnificent place filled with stark contrasts: tight, dark streets packed with people versus the sprawling imperial palace, which is isolated from the masses upon a plateau at the center of the city.
Khattars - city in central Kesh located in the foothills of the Spires of Light.
Kimri - a city on the eastern edge of the great lake, Overn Deep. Kimri is an especially important port as it is located at the origin of the waterway that joins Overn Deep with the Great Sea.
Krondor is the traditional home of the heir apparent to the throne of the Kingdom of the Isles. Located on the east coast of the Bitter Sea, it is the capital of the Western Realm. Once a trading outpost in Keshian Bosania, it has a long and turbulent history as numerous princes and dukes have struggled for control of the city. During the time of the first Riftwar, it was seized by Guy du Bas-Tyra at the command of King Rodric, but was later rightfully restored to the conDoin line. Krondor was destroyed by the invading forces of the Emerald Queen during the Serpent War.
LaMut - home of the notorious LaMutian traders ("To trade with a LaMutian is to throw your money away"), LaMut is a Kingdom city located in the Yabon Valley. LaMut's citizens are known for shrewd bargaining, a love of gambling, and a strong sense of honor. As the LaMutian Garrison was one of the hardest hit during the First Riftwar, King Lyam placed the Tsurani soldier, Kasumi, and his four thousand men under the command of the Earl of LaMut. In time, Kasumi rose to become the Earl of LaMut. After the rift was reopened, Earl Kasumi gave those Tsurani living in LaMut the choice of leaving service and returning to the Shinzawai estates on Kelewan. Most stayed, however, and retired in the region. There is an inn located in LaMut run by a man named Tabert. Few know that below Tabert's Inn there is a door leading into the Hall of Worlds.
Lan - southernmost of the Free Cities. The Quegan slaver, Venutrier, who oversaw the slaves in the naphtha mines under the destroyed city of Sar-Isbandia, claimed to be from the city of Lan.
Landreth - a Kingdom city located on the north coast of the Sea of Dreams. Earl Volney of Landreth, who assisted Gardan in Krondor after the short-lived viceroyalty of Guy du Bas-Tyra, became Chancellor under Arutha and was later charged with personally training both Jimmy and Locklear in the skills of administration. Landreth and Shamata have always been at the forefront in the ongoing struggles between the Kingdom and the Empire of Great Kesh over the disputed border in the Vale of Dreams.
Land's End - a minor barony southwest of Krondor and, in earlier days, the westernmost Kingdom outpost on the shore of the Bitter Sea. A region of rich farmland, the Baron of Land's End spent most of his time settling disputes between local farmers or setting the tax rate on crops. This relatively sedate existence, would lead Locklear, the youngest son of the Baron of Land's End, to eagerly seek his fortunes in the court at Krondor. The young squire found more adventure than he anticipated at the battles of Armengar and Sethanon. After becoming Baron of Land's End, Locklear encountered his final adventures as escort to the young princes, Erland and Borric, into the Empire of Great Kesh. The relatively peaceful existence in Land's End was significantly disrupted by the conflicts that arose in the region in the aftermath of the Serpentwar.
LiMeth - a modest Keshian city high up on the southern peninsula below the Straits of Darkness.
Loranough - coastal city on the southern shores of the Dragon Sea.
Loriel - a small city - really a large town - nestled into a large valley which runs eastward from the region of LaMut. Loriel remarkably held out longer than the larger city of LaMut under the onslaught of Fadawah's army.
Lyton - a small town just northeast of Malac's Cross where James rescued his half-brother, Lysle Riggers, from members of the assassins' guild.
Malac's Cross - this town, near the western shore of the Kingdom Sea, is considered the dividing point between the western and eastern portions of the Kingdom of the Isles and often called "the center of the Kingdom." The Ishapian temple in Rillanon built a school in Malac's Cross for young nobles which they call the Collegium. Some feel the Ishapians did so from distrust of Pug's efforts at the school of magicians in Stardock and a desire to have a similar venue for influencing the young nobles of the Kingdom. The elite few who know the secrets of Sethanon believe the real reason is for the Ishapians to have a base near Sethanon and the Lifestone. There is a statue of a dragon outside of Malac's Cross. Many believe that this statue is the Oracle of Aal. However, the statue serves two purposes. First, it is a carefully crafted diversion so that people do not go looking for the Oracle at Sethanon. The true oracle can mentally talk to certain people who are near the statue. Second, the statue serves as a link, for those with proper knowledge and the gift of magic, to transport to the Oracle of Aal herself, guardian of the Lifestone, where she resides in the vast chambers below the city of Sethanon.
Mallow Haven is the location of a small earldom but largest city of the Kennararch people who come from the foothills of the Peaks of Tranquility. Knight-Lieutenant Gordon O'Donald, one of William's first acquaintances in the King's Guard, was the youngest son of the Earl of Mallow Haven having lost two older brothers in the first Riftwar and the battle at Sethanon.
Margrave's Port is one of the Free Cities of Natal, on the Bitter Sea.
Nar Ayab is the northernmost city of consequence in the Empire of Great Kesh located at the western fringes of the Jal-Pur desert in a valley between the Pillars of the Stars to the north and the Eagles Eyrie Mountains to the south.
Natal is the principle city of the Free Cities of Natal, formerly a part of the Keshian province of Bosania. Next to Darkmoor, the regions around Natal have been known to produce some of the finest wines in the Kingdom. The city of Natal is also headquarters of the legendary Natalese Rangers, descendants of the legendary Imperial Keshian Guides, and considered among the best trackers in the west. More than any other humans in the Western Realm, the Rangers of Natal are sensitive to the ways of the elves and dwarves and share a closer relationship with these races than others. Among the Rangers of Natal are many who can enter Elvandar unbidden. When the Empire retreated from Bosania, many of the Imperials who were left behind became Rangers, and those who lived near Krondor founded the famous Pathfinders. The groups consider themselves kin for never in the conflicts between the Free Cities and the Kingdom has a Ranger or Pathfinder spilled the other's blood. Pathfinders and Rangers share the ritual greeting, "Our grandfathers were brothers."
Northwarden - a towering fortress keep of stone which dominates one of the three major passes through the eastern half of the Teeth of the World. Northwarden rises up on a small peak, around which winds the pass known as Northland's Door. Northwarden is the oldest of the Border Baronies established by the Kingdom to guard the passes through the Teeth of the World. The Border Barons are the guardians of the Northern Marches, vassal to no Lord but the King.
Palanque - one of the two major cities within the Kingdom of Queg, Palanque is situated on the southwest shore of the island.
Pointer's Head - port city on the southern shores of the Kingdom Sea. The area southeast of Salador, from Deep Taunton and Pointer's Head is relatively wild territory - rough scrublands and pine barrens, with lots of smuggling from Great Kesh to the Eastern Kingdoms. A significant percentage of the population consists of peoples from Roldem and Kesh. The region is considered by the crown to be part of the Protectorate of Salador. Of course, Pointer's Head, along with Deep Taunton and Mallow Haven to the north, is also the origin of legitimate trading caravans over the Peaks of Tranquility into the Empire of Kesh. Pointer's Head is also important as the location of one of the squadrons of the Kingdom's Fleet. (Other squadrons in the east are stationed at Bas-Tyra, Salador, Rillanon, Timons, and Ran. In the west the fleet patrols primarily out of the ports of Yabon province. However, after the sacking of the Far Coast, there were squadrons in the Sunsets Isles and at Carse.) Guy Du Bas-Tyra maintained an estate home outside of Pointer's Head.
Port Natal - the major port city within the Free Cities of Natal. Port Natal connects via river way with the key city of Natal and the northern cities of Yabon.
Port Vykor - a harbor created by Lord Karole Vykor, Admiral of the King's Fleet in the East, in Shandon Bay, less than a hundred miles south of Krondor. Port Vykor was supposed to be a temporary anchorage. However, with the destruction of the harbor in Krondor during the Serpentwar, the remainder of the Kingdom fleet was marshaled in Shandon Bay and Port Vykor became its central point of operation. Port Vykor experienced rapid growth from village to town to small city. After Port Vykor became well established many were of the opinion that had the first Prince of Krondor wandered a little farther south those many years ago, it would have been the site for the capital of the Western Realm, not Krondor. Although Krondor remains the capital of the Western Realm, it will never become the shipping center it once was. Port Vykor is a far superior port for the Kingdom.
Prank's Stone - a small, Kingdom town between Romney and Cavell Keep, located on the north side of the River Rom lake. The inhabitants of Prank's Stone are thought to be a bit odd by neighboring villages. Northeast of the town is the stone from which its name comes. This large stone is reported to have mystical properties. Many who visit the stone find their valuables have suddenly gone missing. Not surprisingly, there is a Temple of Banath, the god of thieves, in the town of Prank's Stone.
Queg - The capital city of the Kingdom of Queg is located on the northeast point of the island.
Queral - Keshian town northwest of the port city of Hansule on the Great Sea.
Questor's View - small town and location of a Kingdom garrison just south of Ylith. The garrison at Questor's View is one of the first defenses along the King's Highway as it turns south towards the capital of the Western Realm. The location is named for the explorer, Questor, who first viewed the Bitter Sea at this location.
Raglam - a town in the far north. Raglam is located near the western opening of the northernmost pass through the Teeth of the World. Raglam endures a cautious tolerance of differing peoples. It is not quite Kingdom, but enough humans live there that it is not particularly Northlands, either. Lots of weapons runners, illegal slavers and other no-accounts visit there all the time. Raglam became a gathering point for many of Delekhan's forces as he prepared to advance into the Kingdom.
Ran - The easternmost duchy in the Kingdom of the Isles, Ran is famous for its fine, beautiful textiles. It was the daughter of the Duke of Ran, Mathilda, that Erik von Darkmoor's father married after annulling his clandestine marriage to Freida. The crown had the order for annulment placed under Royal Seal, so as not to embarrass Mathilda or any sons she might bear.
Ranom - a small Keshian trading port on the southwestern coast of the Bitter Sea. Other than Durbin to the east, Ranom is the only safe harbor along the southern coast of the Bitter Sea.
Rillanon - is the capital of the Eastern Realm, as well as being the capital of the entire Kingdom of the Isles. The Island of Rillanon is the Duchy of Rillanon, as well. It is the province of the King and the Duke of Rillanon. The city of Rillanon is sometimes referred to as "The King's City" and "The Jewel of the Kingdom" - both names richly deserved. Unlike the squat cities of the West, Rillanon stands a mass of tall spires, gracefully arched bridges, and gently twisting roadways, scattered atop rolling hills. Upon heroic towers, banners and pennons flutter in the wind, as if the city celebrates the simple fact of its own existence. The island city was built upon many hills, with several small rivers running down to the sea. It seems to visitors to be a city of bridges and canals, as much as towers and spires. The buildings are faced with colorful stonework, many of marble and quartz, giving them a soft white, blue, or pink color. The cobblestones in the streets are regularly cleaned, and even the gutters run free of the clogs and debris seen in the other cities. A river runs before the palace, so the entrance was made over a high bridge that arches across the water into the main courtyard. The palace is a collection of great buildings connected by long halls that sprawl atop a hillside in the center of the city. It is faced with many-colored stone, giving it a rainbow aspect. Much of the majestic beauty Rillanon now enjoys was the work of the mad king, Rodric.
Rodez - is an eastern duchy in the Kingdom of the Isles and famous for producing the finest steel in the Kingdom. This is perhaps ironic as the Rodezians may be their own weapon-smiths' greatest customers. In Rodez when a man wrongs another man a duel is fought, but when a family wrongs another family they wage war. It may be a quiet war - one that lasts for generations but ultimately one family is destroyed. Perhaps one of the most colorful individuals in Rodez's history is the mad monk Ferdinand who is noted for his famous prophecy which has reportedly come to pass on three different occasions as no one can agree upon which event was the one he predicted. Duke Miguel of Rodez had hoped to marry off one of his two daughters to Martin Longbow after he became the Duke of Crydee. The skilled knife fighter, Luis de Savona, who traveled with Calis's Company to Novindus and later worked for Roo Avery, was a Rodezian and close friend of the son of the Duke of Rodez. Rodez has a modest wine industry and is most known for an exquisite fortified wine drunk widely throughout the Kingdom after dinner.
Roldem - is a small island kingdom to the east of the Kingdom of the Isles and has been a longtime ally. Fifty years after the Empire of Great Kesh began expanding west, the island kingdom of Roldem was invaded. It took five years of fighting, but Roldem eventually drove out the Empire. Since that time, Roldem is almost 100% allied with the Kingdom as they are extremely afraid of renewed Keshian incursion. To the Keshians, Roldem is seen as lying within Kesh's traditional sphere of influence. Roldem has a skilled, but modest, navy and depends primarily on the Kingdom for their military defense. Despite being the one island kingdom most closely allied with the Kingdom of the Isles, Roldem uses her independence to good advantage. Roldem maintains strong diplomatic ties with Kesh and a number of the Eastern Kingdoms and, therefore, is often used as an intermediary in disputes between the Kingdom and the Eastern Kingdoms or Kesh. The people of Roldem are politically sharp and have a very formal court life. They have been described as a "Kingdom of Courtesans." The Roldemites are a very insular people - vain and proud of their heritage and think of themselves as a people apart. Marriage outside of Roldem stock is frowned upon unless it is to Kingdom or Keshian nobles. The long-term peace between the Kingdom of the Isles and Roldem, has served to deter other eastern kingdoms from initiating conflict with the Kingdom. Among the notable marriages between the Kingdom and Roldem - King Lyam married the Princess Magda of Roldem, the only daughter of King Carole; Lyam's son Borric married a Roldemite; and Arutha, son of James, was married to a woman of Roldem's nobility. All these marriages were in a long line of such unions to maintain alliances in the east.
Romney - a duchy of the Kingdom whose capital city, a river town in the heart of the Kingdom, is a major trading center in the east. Romney is located across all three points of an intersection of three river ways. The River Rom courses down from the north. At Romney the River Cheam branches off to the southeast, while the Rom continued to run southwesterly, turning southeast again as it nears the coast. The city is big enough to be considered huge by western standards, but in the eastern half of the Kingdom it is a modest sized place, about half the size of Krondor. Romney serves as an active meeting place for merchants as they transport their wares south to Silden and the Kingdom Sea. Gamina, Pug's adopted daughter, was born in the mountains north of Romney. Also, Lysle Riggers, James's brother was raised by foster parents in Romney.
Sadara - one of the oldest duchies in the Kingdom of the Isles located on the island just north of Rillanon.
Salador - the third most powerful duchy in the East whose central city is the second largest city in the Kingdom after Rillanon. Salador is a very cosmopolitan city with a mixed population of peoples. Salador is the vital gateway from the mainland to the coasts of the Kingdom, Roldem, the Eastern Kingdoms, the eastern half of Kesh, etc. The first inkling the peoples of the Kingdom had of the existence of Rifts was a man who appeared in Salador twenty years before the first Riftwar. This man spoke no language known and was also dressed in an unknown fashion. He was hopelessly mad and never could speak a word that could be understood. The temples invested much time on him but never discovered his origins. After the first Riftwar, Laurie of Tyr-Sog was named Duke of Salador by King Lyam.
Sar-Sargoth - northern twin to the fortified city of Sar-Isbandia.
Sarth - Although one of the least important ports in the Principality, Sarth is renowned for being the location of an Ishapian abbey that is said to house more knowledge than any other place in the Kingdom. The town of Sarth rests on a peninsula at the north end of the Bay of Ships. The abbey is in the hills about a day's ride to the northeast of the town. The abbey sits atop a high, craggy place, a small mountain rather than a hill, an upthrust thing of rock and granite facings, flat on top like a table. The abbey is maintained by the Brothers of Ishap. Once an ancient fortress, vaults beneath the abbey house the renowned Library of Sarth. Those who serve at Sarth gather together books, tomes, manuals, scrolls, parchments, and fragments from throughout Midkemia to add the their vast collection of knowledge. In the Ishapian order there is a saying: "'Those at Sarth serve the god Knowledge." Prior to the invasion of the Emerald Queen's armies, the Ishapians relocated the vast library to a secret location in the mountains of Yabon known as "That which was Sarth."
Sethanon was once the site of a minor Barony near the Dimwood in the center of the Kingdom. By chance, the city of Sethanon was built over the ruins of an ancient city of the Valheru, Draken-Korin. Buried deep beneath its walls lay the ancient Lifestone, an artifact of great power. During the Great Uprising, the Valheru hoped to utilize the power of the Lifestone to open a portal into Midkemia so the Dragon Host might return. Thus, Sethanon became the focal point of battle during the Great Uprising as the Moredhel host, under the leadership of the false Murmandamus, sought to reach the Lifestone. As the battle raged on the surface, a greater struggle ensued deep in the vaulted chambers below the city. Tomas-Ashen Shugar fought desperately against both the spirit of his ancient nemesis, Draken-Korin, the Lord of Tigers, and the life draining evil of a Dreadlord. With the aid of the Dragon Ryath, the magicians Macros and Pug, and two Tsurani Great Ones from Kelewan, Tomas prevailed and saved Midkemia from the destruction of the Valheru. In the battle, Ryath was rendered mindless, her soul gone at the hands of the Dreadlord. Her body still lived, though damaged severely and hovering close to death. Macros healed her, replacing the destroyed scales with new ones fashioned from the gems of the treasure hidden there. Now the Oracle of Aal lives within the body of the dragon and keeps vigilant watch over the Lifestone. Humphry, the last Baron of Sethanon, died without heir at the hands of goblins while defending the city. To better safeguard the Lifestone, King Lyam ordered the half-destroyed city abandoned and paid to have its populace relocated. Sethanon and the Lifestone again became the target of evil when the Emerald Queen and her forces from Novindus invaded the Kingdom during the Serpentwar. At that time of peril Calis, the son of Tomas, used the power of the Lifestone to heal the world. The end result of this was a dismantling of the Lifestone - it can no longer be used to harm anyone. Despite these most recent events, common people avoid Sethanon, believing the city to be cursed.
Shamata - is a Kingdom city located in the Vale of Dreams near the shores of the Sea of Dreams. Originally a garrison to defend the southern border of the Kingdom against Great Kesh, Shamata became the Kingdom's largest city in the south. The Kingdom garrison in Shamata has always had its fair share of fighting Kesh's dog-soldiers and is, therefore, considered a veteran outfit. Assignment to the Shamata garrison is often used as a threat in other parts of the Kingdom to spur soldiers to greater effort. Like the Border Barons of the north, the garrison commander at Shamata answers directly to the Crown so there is little court formality observed in the Vale of Dreams. The city of Shamata is separated from Port Shamata on the Sea of Dreams by almost eighty miles of farmland and orchards. Towards the end of the Serpentwar, the Kingdom had deeded Shamata to Kesh for a time. The turmoil following the defeat of the Demon King essentially unraveled this unpopular accord and put the Kingdom and Kesh at odds once again.
Shing Lai - distant Keshian trading city on the coast of the Dragon Sea located at the western end of the Girdle of Kesh. Shing Lai is famous for its horse trade. There are, perhaps, a thousand horse traders in Shing Lai. The Isalani are the most populous people in Shing Lai and have a reputation for being mystics - seers, shamans, fortune-tellers, and visionaries. To some, Isalani are also the biggest bunch of thieves and swindlers in Kesh. Notable Isalani include Nakor, occasional card sharp, con man, and wizard (in some sense of the word) and Sho Pi, a member of Calis's Company who traveled to Novindus to battle the Dark Queen. Sho Pi was a master of the Isalani art of kata - an ancient art form used to harmonize the self with the universe enabling one to tap the power around them, providing balance and ease at the moment there is need to draw upon that power. Kata can be a powerful form of self-defense. Sho Pi was also adept at shi-to-ku, or reiki, the use of nature's unifying force for the healing the body. After the unlocking of the Lifestone at Sethanon, Nakor declared himself the new patriarch of the Order of Arch-indar, the Goddess of Good, and Sho Pi became his first disciple.
Silden is a coastal town on the Kingdom Sea at the mouth of the east branch of the Rom River, sometimes called the River Silden. Built on a bluff that slopes down to a deep harbor, Silden has no foulbourgh outside the city walls. Rather, a series of small villages dot the coastline around the bay of Silden, and a large village dominates the western shore of the bay. Silden is blessed by surrounding high bluffs which provide shelter from the harshest winter storms. Silden is the home of the Temple of Eortis, a monument to the god of the sea. Despite the temple, however, many consider Silden only important to two groups: those who live in it and smugglers. The majority of trade coming up the river to the north enters through the much larger trading port of Cheam. Silden is therefore a far more profitable destination for those seeking to conduct business without benefit of Kingdom customs officers. They made an attempt to curtail smuggling, but with the host of villages within a days ride to the east and west, keeping smuggling under control is impossible. As a result, control of Silden has for years been an ongoing goal of competing criminal gangs, from the Mockers of Krondor, Keshian drug smugglers, and bully gangs from Rillanon, to an alliance of local thieves. This constant struggle has turned Silden into the closest thing to an open city seen in the Eastern Realm of the Kingdom.
Sloop - a village a half-day's ride south of Romney. Like most of the towns and villages in the rolling farmlands that border the River Rom, Sloop is a rather unremarkable village serving primarily as a rest stop for people traveling up river from the coast. Sloop is most famous for the ale served at its only inn-The Sign of the Upturned Keg.
Stardock - is an island in the heart of the Great Star Lake which is home to the Academy of Magicians started by Pug and Kulgan. Duke Borric of Crydee had long thought the Kingdom wasted one of its greatest resources by regarding magicians as outcasts and beggars. Kulgan's faithful service over the years had confirmed Borric's belief. He left a sum of gold in trust for Pug that he, Kulgan, and other magicians, could establish a center for learning, where all might come for the study of magic and other knowledge. The Duke's son, King Lyam, granted Pug the rank of Duke and named Stardock his Duchy as the location for Borric's vision of a magicians' school. This proved to be a wise move as it enabled Pug to enjoy considerable political autonomy. Otherwise, he would have been forced to report to the Duke of the Southern Marches, or to the Earl of Landreth, which would have created problems, considering how most nobles felt about magicians. Stardock town is situated on the south shore of the lake opposite the magicians community on the island almost a mile from shore. The Academy is loosely patterned after the City of Magicians on Kelewan. The building is immense - twenty-five stories tall, with several higher towers for observing the heavens. By agreement, the rift between the worlds was opened for brief periods on a regular schedule so messages could be exchanged between the Academy at Stardock and the Assembly of Magicians on Kelewan. Pug gave up his administrative role at the Academy as he dedicated his life to greater concerns in Midkemia. Over time, Stardock and the Academy gained autonomy from the Crown. In later years the school saw the emergence of three factions, The Wand of Watoom - conservatives who feel that magic should only be available to the most talented; The Hands of Quorsh - moderates who believe those with skill should be trained at Stardock and given proper "guidance"; and the Blue Riders - the most progressive group which advocates that anyone that can use magic and are willing to freely train anyone. Despite all its many internal and external political changes, Stardock and the Academy of Magicians remains the most important higher center of magical learning in Midkemia.
Sunnom - Keshian city on the northwest shore of Overn Deep.
Tannerus is a town situated below the eastern leg of the Calastius Mountains. Between Tannerus and Eggley to the North, there is a small pass through the Calastius Mountains. The merchant Helmut Grindle and his old rival, Frederick Jacoby, were boys together in the Advarian community in Tannerus.
Taroom is a distant port city located on the tip of the great southern peninsula that divides the
Endless Sea and the Dragon Sea. The city has been primarily under Keshian control through the ages. It was off the coast of Taroom that Rupert Avery's distant uncle, John - an infamous member of the Brotherhood of Pirates - died when his ship, the Bantamina, sank.
Teleman - a city in Lesser Kesh just north of the mountain range known as The Belt.
Tiburn - a inland Kingdom city in the heart of the Eastern Realm.
Timons - Duchy of the Kingdom southeast of Salador on the shore of the Kingdom Sea. Alicia, widow of Duke Erland, Dowager Princess of the Kingdom, was the daughter of the Duke of Timons. Alicia would come to love and, eventually, marry Amos Trask. Owyn Belefote was the youngest son of the Baron of Timons.
Toa Zi - a city of Lesser Kesh located along the great river that flows north through the Keshian Confederacy into the Dragon Sea.
Toowamba - city on the coast of the Dragon Sea south of Taroom.
Tulan - Tulan, the southernmost town in the Duchy of Crydee, is an important trading center between Jonril and the Rest of the Kingdom. Tulan is located near the mouth of the River Wyndermeer. Pug's boyhood friend, Squire Roland, was son of Baron Tolburt of Tulan. Nathan, the smith at the Inn of the Pintail in Ravensburg, had been Baron Tolburt's own armorer in Tulan at one time.
Tupa - Keshian city on the southern shore of the great lake Overn Deep.
Tyr-Sog - Nestled in the southern foothills of the Yabon Hills, Tyr-Sog is one of the northernmost baronies in the Kingdom. Tyr-Sog is considered by some to be both the last outpost of Kingdom civilization and a cold and lonely town on the northern frontier. Tyr-Sog was the home of the singer Laurie who wed Princess Carline and became Duke of Salador. Locklear's dalliance in Krondor led to his year-long banishment to Tyr-Sog.
Walinor - One of the Free Cities laid waste by Duke Borric's grandfather during the Kingdom's conquest of Bosania. Walinor's troubled history includes being a Tsurani stronghold during the first Riftwar.
Wasra - a city in the eastern portion of Great Kesh near the foothills of the Grimstone Mountains.
Wolfram - small Kingdom town northwest of Cavell. Patrus, a magician who once served Earl Belefote in Timons, is thought to have been from Wolfram.
Wyke - a town on the northern side of Cutter's Gap which was abandoned after its source of drinking water became poisoned...perhaps by the machinations of the Moredhel.
Yabon - Northern duchy of the Kingdom. Yabon had once been under Keshian control, part of the fallen Keshian province of Bosania. Most of Yabon was conquered by Duke Borric's grandfather. Yabon is frequently beset by raiding forces of The Dark Brothers and goblins. Most raised in this region have, of necessity, a greater knowledge of the Moredhel, Goblins, Trolls, and other enemies of the North. Duke Brucal of Yabon was a key figure in the defense of the Kingdom against the Tsurani during the first Riftwar. Roald, the mercenary, who aided Arutha in his search for Silverthorn, served for many years in the Yabonese Free Levies defending the northern borders of the Kingdom. It was to Yabon that the survivors of Armengar settled following that ancient city's destruction by the forces of the false Murmandamus. The mountains north of Yabon, the Yabon Hills, are home to the Hadati Hillmen.
Ylith - a city at the northernmost point of the Bitter Sea and one of the Free Cities of Natal. Ylith is a major seaport and an important sea entrance into the province of Yabon. The Wrecker's Guild in Ylith is noted for the development of new techniques which provide greater success in their salvage operations and, consequently, the lion's share of contracts for such endeavors in the Bitter Sea. It was in Ylith that Arutha and his companions, in their quest for Silverthorn, encountered Roald, a mercenary and boyhood friend of Laurie, and Baru, a Hadati hillman from northern Yabon. Baru was seeking the Moredhel chieftain, called Murad, wishing to avenge Murad's destruction of Baru's village. Murad was Chieftain of Clan Badger of the Teeth of the World who swore allegiance to the false Murmandamus.
Zacara - major city in the heart of the Empire of Great Kesh. Zacara is located just west of the forest of Dark Haven. It was upon orders from Zacara that the Keshian troops and loyalists in Bosania came to the aid of the Empire in its struggles with the Keshian Confederation.
Zun - City between LaMut and Ylith on the King's Road. Zun
is renowned for its gem brokers. Zun is also the home of the Kingdom of the
Isles' Ambassador to Kelewan, Kevin, third son of the Baron of Zun. The people
of Zun, although swearing allegiance to the crown in Rillanon during the
Kingdom's expansion, are a proud people who cherish their freedom of heart and
soul. This philosophy is summed up in the Zunese saying: "You can kill me,
but you can't eat me."
The Blackwood is a vast forest in the Eastern Realm of the Kingdom of the Isles. The northern boundaries of the Blackwood are diligently guarded by the Kingdom as it is felt the great forest could easily shelter northern invaders.
Dark Haven - a forest deep in the Great Empire of Kesh. Dark Haven extends from the eastern shore of the great lake Overn Deep to the foothills of the Mother of Waters mountains range.
Dimwood - The Dimwood, located in the center of the Kingdom, is a series of interconnecting woodlands rather than a single forest such as the Edder or the Green Heart. The Dimwood has many light meadows interspersed with some truly dark and foreboding woods. In those dark glades, dense tree growth creates a dim world under the forest canopy. Travelers must stay attentive to remain on the carefully marked trails. Twenty miles south of the Dimwood, through once cultivated land, lies the city of Sethanon.
Edder Forest - called the "Tauredder" by the Glamredhel, the Edder Forest is a vast forest to the east of Armengar and extending up into the Teeth of the World. The Edder Forest of the Northlands is a harsh place, rife with enemies and scant of food. The Armengarians feared the Edder Forest and would only log its edges as anyone who went more than a few miles deep into the forest was not to be seen again. Even goblins and Dark Brothers avoid the Edder Forest when possible. The Edder Forest became the home of the Glamredhel, often called the "mad elves," those without purpose and without magic. They lived by their wits and held strong in the Edder Woods after their battles with the Moredhel at Sar-Sargoth and Sar-Isbandia. Following the Battle at Sethanon, the surviving descendants of the Glamredhel, under the leadership of Aron Earanorn, "Old King Redtree," traveled to Elvandar where they now reside. Redtree and his people are uncertain if they wish to be part of Queen Aglaranna's people, or separate, but living among them.
The Green Heart is the deepest part of the great forests bordered by the Grey Towers and the River Crydee to the east and west, the Lake of the Sky to the north and the Far Coast to the south. The Green Heart is considered dark and foreboding and has been a place of menace throughout its known history. Most fear the enclaves of the Dark Brotherhood, or Moredhel, who dwell within its deepest glades. These forest Moredhel, while a dangerous people to encounter, do not have quite the same level of belligerence seen in their northern mountain kin. It was where the Green Heart and the Grey Towers met that the Tsurani invasions of the first Riftwar came through a rift from Kelewan. The relentless Tsurani attacks actually led to many of the Brotherhood abandoning the Green Heart and fleeing into the Northlands.
The Green Reaches - a dense rain forest between the Pillars of the Stars and the Peaks of Tranquility. Centuries after the first Riftwar, the Green Reaches came to be considered among the most dangerous places on Midkemia. The source of this deadly peril to travelers in the forest remains a mystery.
Yabon Forest - The Yabon Forest extends from
the Yabon Hills southward, along the eastern border of the
Grey Towers, to the
region of Natal.
The Belt - those mountains extending west to east across the southern region of Great Kesh which make up the greater part of what is known as the Girdle of Kesh.
Calastius Mountains - a high mountain range which resembles an inverted Y, with one long leg and a short one. The long leg runs from just east of Krondor to the Teeth of the World, the great range that runs across the north of the Kingdom. The short, eastern leg runs from Darkmoor to north of the town of Tannerus, where the legs meet. The King's Highway winds through the foothills of the western side of the Calastius Mountains on its way north to Yabon Province. Along this route there are few easy routes east across the Calastius Mountains between Krondor and Sarth. During the Serpentwar, the Royal Engineers bolstered old roads and cut new ones along the rear side of a ridge, hundreds of miles long, that runs along the entirety of the eastern half of the Calastius Mountains. This path was named the Nightmare Ridge and runs all the way from the Teeth of the World down through Darkmoor, and halfway to Kesh.
The Clasp - those mountains located at the eastern edge of The Belt.
Eagles Eyrie Mountains - a mountain range in the Empire of Great Kesh which extends north from the Dragon Sea to the southern borders of the Jal-Pur Desert.
The Girdle of Kesh - is the collective name for The Belt and The Clasp - two mountain ranges which together span the southern region of the Empire of Great Kesh and serve as a physical division between the Empire and the Keshian Confederation. There is one major pass through the Girdle of Kesh south of Teleman which is patrolled by the Ashuntai Brothers of the Horse.
The Great Northern Mountains - The northern extent of the continent of Triagia is divided from the lands to the south by a groups of mountain ranges known collectively as the High Ranges. They include the Great Northern Mountains, the Northern Guardians, the Teeth of the World, the High Fastness, and, far to the north, the Dreaming Mountains. These mountains serve to some extent as barriers against the denizens of the North. The westernmost mountains within the High Ranges are the Great Northern Mountains located above Elvandar. It is in these mountains that the Black Lake, a sacred place of the Moredhel lies hidden.
The Great Velt - that region of rolling grasslands that extend from the southern edge of the Dimwood down to Darkmoor.
The Grey Range is a group of rugged mountains south of the Calastius chain and east of the Great Star Lake. The Grey Range is home to the Dwarves of the East who have their main enclave at Dorgin.
The Grey Towers - Mountain range extending south from the Lake of the Sky towards the Free Cities. Prior to the Tsurani invasion, the Grey Towers were home to a large population of Moredhel. During the first Riftwar, the Tsurani drove the Dark Elves further into the Northlands. Long before they became known as the Grey Towers, these mountains were home to the mightiest of the Valheru, Ashen-Shugar, Lord of the Eagles' Reaches. The Dwarves of the West under the banner of Dolgan Tagarson, of Tholin's line, also call the Grey Towers home. There are mines, caverns, and ancient tunnels under the Grey Towers. Many were carved by the Dwarves as they dug for iron and gold. Some are natural, fashioned when the mountains were born. And still others were there when the Dwarven people first came to the Grey Towers, dug by only the gods know whom. There is one passage, known as Mac Mordain Cadal, that goes completely under the mountains, coming out on the west side of the range, only a day's march from the road to Bordon. It is a journey of two days to pass under the Mountains from Caldara and there are both dangers and wonders. Ages ago the river Wynn-Ula ran from the Grey Towers to the Bitter Sea. A great quake opened a fissure under the river, and now it falls into a mighty underground lake below. As it runs through the rocks, it picks up the minerals that give it its glowing colors. Thus, the falls of Mac Mordain Cadal actually illuminate its largest cavern. The Mac Mordain Cadal is joined in some regions to the most ancient chambers deep below the Grey Towers. In fleeing a wraith in the Mac Mordain Cadal, Tomas and Dolgan Tagarson discovered the ancient Dragon, Rhuagh, who was close to death. As a gift for seeing him off to the afterlife, Rhuagh bestowed upon Dolgan the once lost Hammer of Tholin - an artifact of Dwarven magic lost ages before. Tholin's hammer is a weapon of power, forged in the ancient hearths of the Mac Cadman Alair, the oldest mine in the mountains. In it rests magic unsurpassed in the history of the dwarves. To Tomas was given the armor and sword of the last of the Dragon Lords, Ashen-Shugar.
Grimstone Mountains - The Grimstone Mountain range is located in the far east of Great Kesh just inland from the shore of the Great Sea.
The Guardians - This mountain range, southwest of Overn Deep, constitutes one of the boundaries of the "Inner Empire" of Kesh. The Inner Empire is the territory that surrounds the Overn but is inside the ring of mountains formed by the Mother of Waters, Spires of Light, Guardians, and Grimstones.
High Fastness - easternmost of the High Ranges which form a barrier between the civilized regions of Triagia and its untamed northern territories. The High Fastness extends from above Latagore south to the Far Reaches.
The High Wold - vast grasslands between the Dimwood and the Teeth of the World and home to nomadic tribesmen who herd sheep and trade with the Border Barons and those small villages that survive close to the Northlands. Of all the lands between the Far Coast and the Kingdom Sea, those lands between the Teeth of the World - the great northern mountain range - and the boundary of the Dimwood are among the most hostile. Raiding parties of goblins and dark elves were known to have traveled as far south as Sethanon in the years before the Riftwar, and no matter the frequency of Kingdom patrols through those areas, they remain wild and inhospitable.
Inclindel Gap - a narrow pass through the mountains north of Yabon. Arutha and company took this passage on the trek to Armengar. It is at the higher reaches of the pass though the Inclindel Gap that the royal cartographers had chosen to indicate the boundaries between the Kingdom and the Northlands.
Jal-Pur Desert - The great desert of the Keshian Empire makes up the vast majority of lands within the province of Jal-Pur which is bounded by the Bitter Sea to the north, the Eagles Eyrie Mountains to the south, the Trollhome Mountains in the west, and the Pillars of the Stars to the east. The more habitable region of Jal-Pur is primarily rocky plateau country which surrounds the vast sandy wastes called the Ergs of the Jal-Pur. Within the desert, there are life-sustaining oases for those who know how to find them. The nomadic people of the Jal-Pur are noted for their mastery of the small, fast desert horses of the region and are considered some of the best horsemen in Kesh. The desert men of Jal-Pur have a highly recognizable garb consisting of long robes of indigo over white cloth head covers that leave only the eyes exposed, tunic and trousers tucked into calf-high black boots. Although the desertmen have their own language, most in the region speak a dialect which is a mingling of Keshian, the King's Tongue, and the language of the Jal-Pur. The Jal-Pur is a dangerous place - not only because of the harsh environment, but also from bandits. There is a saying in Kesh: "To travel unarmed in the Jal-Pur, one must either have a great company of guards or a great deal of faith." The nobility of the region have always played an important role in political intrigue - not only in Kesh, but in the Kingdom as well. His Excellency, Abdur Rachman Memo HazaraKhan, Bey of the Benni-Sherin, Lord of the Jal-Pur, Prince of the Empire, served as Ambassador of Great Kesh to the Kingdom of the Isles around the time of the first Riftwar. HazaraKhan's great-niece, Jazhara, was named by Pug to be his successor in the court of Krondor.
Mother of Waters - one of several mountain groups that rings the "Inner Kingdom" of Kesh - that area immediately around Overn Deep. The river which rises from a great lake deep in the Mother of Waters is one of the primary sources of the Overn.
Rainshadow Mountains - an isolated group of mountains near the northern shore of the Dragon Sea. The Rainshadow Mountains are home to the Bendrifi hill people recognized by the daha, their traditional costume. The garment consists of a colorfully died piece of cloth tied around his waist, then drawn over the shoulder, like a toga. The men keep their sword arm and legs bare, and instead of boots, wear cross-garter sandals. It was in the guise of a Bendrifi that Prince Borric entered the city of Kesh for the first time.
Northern Guardians - a mountain range north of the Blackwood Forest which, along with the Great Northern Mountains, the Northern Guardians, and the High Fastness, serves as a barrier to the dangers in the far north of Triagia.
The Peaks of Tranquility - a mountain range which constitutes the northeastern border to Great Kesh and extends from the Green Reaches southwest to the Mother of Waters.
The Peaks of the Quor are a mountain range in the large heavily forested peninsula that effectively separates the Sea of Kingdoms from the Sea of Tears in the eastern portion of the Triagian continent. Although Kesh lays claim to the territory of the peninsula, the Empire does not truly govern the region. While humans do live in the area, the mountains are home to forest dwelling humanoids known as The Quor.
The Pillars of the Stars - a group of mountains in Great Kesh which is located between the Jal-Pur desert to the West and the Green Reaches to the East. It is from foothills of the Pillars that a few, but important, small streams course down into the rocky plateaus on the eastern edge of Jal-Pur. Along this edge lies the major land route into Kesh from the north.
Plain of Isbandia - area of rolling plains that extends between Armengar and its twin city, Sar-Sargoth, in the far north.
Spires of Light - a range of mountains north of the Imperial City of Kesh. They are called such because their highest peaks are constantly coated with ice, which when conditions are right, reflect the sunlight with an impressive effect. Given the hotter climate in central Kesh, there is a thriving business in ice in the capital city. The Guild of Ice Cutters is among the richest guilds in Kesh.
Stone Mountain, located north of the Lake of the Sky, is the home of the second largest enclaves of Dwarves in the West. The Dwarves of Stone Mountain are under the banner of Harthorn, of Hogar's line, at village Delmoria. The woodlands around Stone Mountain are also home to the reclusive people known as the Gwali - small, humanoid creatures who somewhat resemble apes. An important export of the Dwarves of Stone Mountain is their unique Dwarven ale enjoyed throughout the Kingdom. Stone Mountain marked the northern extent of the Tsurani incursions into the Kingdom during the first Riftwar. The Tsurani never invaded the Dwarven lands, but effectively barred their passage south through most of the war. After the Riftwar and the recovery of Tholin's Hammer, the Dwarves at Stone Mountain recognized Dolgan Tagarson, Chief of Village Caldara, as King of the Dwarves in the West. Harthorn named himself Warleader of the Stone Mountain Clans and refused to wear a crown.
The Teeth of the World is a mountain range which lies across the center of the northern continent of Triagia. It is almost thirteen hundred miles of nearly impassable crags which, except for key passes, has served as a natural line of defense for the Kingdom. South of the Teeth of the World lies the Dimwood Forest. In the foothills of those great mountains and in the various meadows, valleys, and stretches of the forests exist some of the most dangerous and unknown territory within the boundaries of the Kingdom. Fate has conspired to keep Kingdom citizens out of those areas, for there are no natural trade routes, little desirable farmland, and few mineral riches to lure men to those areas. The territory north of the Teeth, commonly referred to as the Northlands, is primarily the domain of the Moredhel.
Thunderhell Steppes is a vast region of rolling plains, rich in water and grasses which support herbivorous wildlife. The region is the traditional home of the Thunderhell Nomads - a fierce people who mercilessly guard their lands against any goblin or Dark Brother who treads upon the Thunderhell. The nomads live in domed structures called yurts which are made of hides stretched out over a web of sticks. The nomads of can erect them or take them down in minutes. Despite its vast size, the southern entrance to the Thunderhell Steppes is a break in two ranges of hills, less than five miles across. Few men of the Kingdom ever tread upon that grassy domain, and then only with the consent of the nomads. During the Serpentwar, the Saaur claimed the Thunderhell Steppes as their own. Although the Kingdom had little interest in the peoples of Thunderhell - nomads, weapons runners, and outlaws - it maintained the Steppes was a part of the Realm. Pug was sent as an emissary of the Crown and convinced the Saaur to relocate.
Trollhome Mountains - a mountain range below the Straights of Darkness which extend south to the Rainshadow range. The mountains are most frequently visited by hunters who consider the area's hunting both plentiful and exotic - great boars reside there, as well as wild trolls and even, some believe, dragons. Given the dangers to common people and the rough terrain, the region has also become a haven for various groups of renegades.
Vale of Dreams - is the region extending southwest from the southern border of the Shamata River, the Sea of Dreams, the River Dalwin (Star River), and the Great Star Lake down to the northeastern border of the Jal-Pur Desert. Great Kesh and the Kingdom have contested for years over the rich farmlands surrounding the Sea of Dreams. At the time of the Serpentwar, the Vale of Dreams had been in Kingdom hands for almost a hundred years, but continued to be an area of dispute between the Kingdom and Great Kesh. The two nations were always fighting over the area which has good farm land and rich trade routes. However, the endless conflict prevented people from maximizing the resources in the area. Crops often did not get planted and most were reluctant to drive caravans through the Vale of Dreams because of the frequent border raiders.
Vale of Isbandia - cuts across the Plain of Isbandia and marked the northern extent of the Armengarian's territory during the war with Murmandamus. From the hills at the northern edge of the vale, one could look across the remaining extent of the plain and see the lights of Murmandamus' capital, Sar-Sargoth.
(Hadati Country) - Mountains
north of the Duchy of Yabon and ancestral home to the Hadati Hillmen. When the
Kingdom came to Yabon, the Hadati were a loose association of clans. Some welcomed the Islemen while others did not. For the most part, the Hadati kept to
their old ways, living in the highlands and herding their sheep and cattle. But
those in the towns quickly were absorbed into the culture of the new settlers.
In time, there was little difference between Yabon city men and those of the
Kingdom. Some resented the Kingdom, though, and resistance became war. The
rebellion was quickly crushed but a remnant chose neither to bow before the King
nor fight and fled north to new homes beyond the control of the Kingdom. Hadati
who live in Yabon have taken much from the Kingdom, the names of their gods, and
most of their language, but there is much of the old ways the Hadati keep
despite Kingdom influence. The Hadati belief in honor, duty, and the greater
truths of existence are surprisingly similar to the Tsurani belief in the Way
and the Wheel. It was in the Hills of Yabon that the ancestors of the Hadati
bred the large canines known as the Beasthounds. Those who mastered the hounds
were known as Beasthunters. Every Hadati village used to employ a
Beasthunter to protect the herds from lions, cave bears, griffins, and
other predators. Once a Beasthound locked its massive jaws onto an enemy, it
would not release hold until the opponent was dead, or at his master's
command. The Beasthounds were also used by the Hadati to hunt Wyverns - small,
unintelligent dragons. When the Kingdom came to Yabon, building cities and
castles, and pacifying the countryside, the need for Beasthunters lessened and
died out. The Beasthounds were also allowed to diminish in size, bred as pets
and to hunt smaller game. Baru, called the Serpentslayer, of Ordwinson's family
of the Iron Hills Clan is one of the most well known of the Hadati clansmen.
The Bitter Sea is a diamond shaped ocean to the south of the Grey Tower Mountains. In the Bitter Sea are found the island Kingdom of Queg, and the Sorcerer's Isle, home to the legendary Macros the Black, one of Midkemia's most renowned, and mysterious, sorcerers. In clement weather, the Bitter Sea is critical to trade among the nations of Triagia. However, the Bitter Sea derives its name from the numerous challenges it presents seafarers, the greatest of which is the treacherous Straights of Darkness, the only portal to the Endless Sea. Weather tends toward extremes on Midkemia. The summers are hot with little air movement and the winters are very cold with severe storms. During the summer, galleys are the primary vessels in the Bitter Sea and the Sea of Kingdoms since there is little wind to work with. When the winds pick up in the spring and fall, sailing ships become more useful. Winter weather is so severe and unpredictable that only those in dire need venture out on the water.
Dragon Sea - The Dragon Sea is located within the embrace of the southwestern portion of the continent of Triagia essentially encompassing those ocean waters to the east of a direct line on the map from Caralyan to Taroom. There are a number of important Keshian port cities on the coast of the Dragon Sea including Farafra, Shing Lai, and Jandowae.
The Endless Sea - a vast ocean of seemingly un-crossable size whose waters meet the western side of the Triagian continent. In the early days of Midkemian seafaring, it was believed that there were no nations across the Endless Sea. Although some, such as the Brijaners, claimed to have sailed across the Endless Sea, there were only theories that other lands existed in its vast expanse. It was in the years between the first Riftwar and the Serpentwar that the Kingdom confirmed the existence of the southern continent of Novindus.
Great Sea - name given by the Keshians to the ocean whose waters meet the southeastern shores of Triagia. The skilled Brijaner traders dominate these waters from their coastal homeland north to the Eastern Kingdoms and the Sea of Tears.
The Great Star Lake - is located in the Vale of Dreams and is the headwater of the River Dalwin, also called the Star River, which flows northwest into the Sea of Dreams. Legend is that the great lake was formed by a falling star, hence its name. There is an island which dominates the center of the lake known as Stardock. Duke Borric of Crydee held title to this island but entrusted it to Pug for the creation of an academy of learning for magicians.
Ishap's Deep - that area of the Great Sea just south of the Peaks of the Quor. The significance of the name honoring Ishap, the God above all, has been lost over the ages.
The Lake of the Sky is at the headwaters of the Crydee River south of Stone Mountain and on the western edge of the lands of the Hadati. Baru was of Ordwinson's family of the Iron Hills Clan of the Hadati who lived near the Lake of the Sky until they were decimated by the Moredhel led by Murad.
Moraelin is known in the human tongue as The Black Lake. It is a place of power, sacred to the Moredhel, and a place where no Elf may tread. Moraelin is surrounded by a deep canyon and is located high in the Great Northern Mountains, in that area between the Elven forests and the Northlands. The ancient home of the Valheru, Lowris-Tanaka, the Lord of the Bats, Moraelin is the only place in Midkemia where the plant Silverthorn may be found growing on the shores of the lake. Moraelin is called the Black Lake for a reason that has nothing to do with the color of the water. The Moredhel go there to dream dreams of power. To the Moredhel, it lies on their "Dark Path" as it was a place of the Valheru. There still resides a dark magic at Moraelin, which may overwhelm one's strength and courage. The Elves of Elvandar have a legend regarding the formation of the canyon which surrounds the Black Lake. In their lore, the betrothed of an ancient Prince of Elvandar had been courted by a Moredhel warrior whom she spurned. In his wrath, the Moredhel poisoned her with a deadly draught and she fell into a death-like sleep. The Prince of Elvandar began the "Hopeless Quest" in search of that which could cure her - the aelebera, Silverthorn, which only grows in Moraelin. The legend says the Prince of Elvandar walked the edge of Moraelin until he had worn a canyon around it. For no Elf may enter Moraelin, nor will he leave until he has found that which will save his beloved. It is said he walks there still.
Overn Deep - the gigantic freshwater lake that is the heart of the Empire of Great Kesh for commerce upon the vast lake is as plentiful as upon any sea of Midkemia.
Sea of Dreams - More of a giant saltwater lake than a true sea, the Sea of Dreams rests in the Vale of the same name between Shandon Bay and the Great Star Lake. The river Shamata flows out of the Sea of Dreams north to the Bitter Sea.
The Sea of Kingdoms - The Sea of Kingdoms is the birthplace of the Kingdom of the Isles for the island of Rillanon is found in its waters. To the east of Rillanon is the larger island of Roldem. The climate of the Kingdom Sea is more clement than that of the Bitter Sea allowing safer sea travel for more of the year. The Kingdom in Rillanon deftly plied the waters of the Kingdom Sea for its history of expansion began in the east. Only once has the Kingdom been threatened by Kesh on the Kingdom Sea. Imperial forces attempted to occupy the narrow strip of land north of the Peaks of Tranquility between Deep Taunton and the eastern point where the mountains met the sea. A Kingdom army under the command of Guy du Bas-Tyra crushed the Imperial forces at Deep Taunton, ending all Kesh’s attempts to capture a port on the Kingdom Sea. Since that time, no confrontation of major proportion had occurred, although regular border clashes over the lands in the rich Vale of Dreams have become commonplace in the history of the two nations. The Kingdom Sea joins the Sea of Tears in the northeast at the Straights of Ilthros. The Kingdom Sea has its share of pirates and Brigands, the Ceresian pirates being the most well known.
The Sea of Tears is the name of the ocean waters to the east of the Eastern Kingdoms.
The Straits of Ilthros separate the northern and southern portions of Triagia in the East and is the access to the Kingdom Sea from the Sea of Tears to the North and the Great Sea to the South.
The Straits of Darkness provide the
only exit from the Bitter Sea, a navigational challenge in winter for even the
best sailors. Turbulent waters and three small islands lead the way out to the
Endless Sea in the west. Even in the milder seasons, the infamous Straits of
Darkness are characterized by differing currents from the Endless Sea and Bitter
Sea that clash together. In the winter months the Straights suffer erratic
changing tides, when the moons are all in the worst possible aspect in the
heavens, harsh winds sweeping down from the north and vision obscuring blankets
of snow. Even on the mildest winter day the prevailing winds can force ships
back into the Endless Sea or into the southern rocks. Or, there may be no wind
at all , and fog blots out everything as the currents turn ships around.
Experienced seamen know that during the Winter, the straits between the Bitter
Sea and the Endless Sea are too dangerous to attempt except in the most extreme
Disputed Border - Located in the Vale of Dreams at the northern end of the Jal-Pur Desert. This area has been the focus of border disputes between the Empire of Great Kesh and the Kingdom of the Isles for untold years. Arutha's grandfather spent his youth battling the Kesh along the Disputed Border.
Eastern Kingdoms - The Eastern Kingdoms are small states that cause constant friction on the Kingdom's eastern border. The Armies of the East often do not fight, but there are constant skirmishes and much political intrigue. A few of these states are related by political marriage to either Roldem or the Kingdom of the Isles. There are some fine vineyards in some of the eastern Kingdoms
The Empire of Great Kesh - The Empire of Great Kesh is located to the south of the Kingdom occupying most of the southern region of Triagia. It is the largest political entity on the continent. The Empire is vast and includes many differing peoples and cultures. Great Kesh is probably the most cosmopolitan nation in Midkemia. The powerful hold the Empire has on its lands and people provides needed stability in the face of such diversity. From the center of power in the ancient Imperial City of Kesh on the shores of Overn Deep, the Empire is ruled by "She/He who is Kesh" - an Empress or Emperor who enjoys god-like status. Those of the royal family, no matter how distant a relation, are known as "Truebloods" and consider themselves to be the only true Keshians. Most instrumental in upholding the Empires rule are the Izmalis, the legendary Shadow Warriors of Kesh. In all of Midkemia they are counted extraordinary warriors, as well as spies of superior ability - and assassins if needs be. The Kingdom and Kesh have experienced a strained relationship throughout history which has found a constant outlet in the territorial disputes over the Vale of Dreams. Although initially opposed by the Crown, the independence granted to the Magicians at Stardock would become the Kingdom's best guarantee against Keshian incursion.
The Far Coast - Considered the "wild frontier" of the Kingdom, the Far Coast refers primarily to the lands under the Duchy of Crydee northwest of the Straights of Darkness. Crydee, Carse, Jonril, and Tulan are the principal towns in this westernmost province. The sacking of the Far Coast by agents of the Pantathians led to the discovery of Novindus by the Kingdom. Under the leadership of Calis, Kingdom forces followed the perpetrators across the Endless Sea and thwarted a diabolic scheme against the Crown.
The Free Cities are those cities along the northwestern coast of the Bitter Sea who retained independence from Kingdom control after the Keshian province of Bosania was conquered. The region is famous for the Natalese Rangers, descendants of the legendary Imperial Keshian Guards and counted among the best horse soldiers and trackers in the west. Nominally independent, the rangers are free to enforce the rule of law and dispense justice in the region, primarily in dealing with outlaws, brigands, and renegades. The relationship between the Free Cities and the Kingdom is at times tense as the inhabitants are Keshian by ancestry and remember well the conquest by Duke Borric's grandfather. The Free Cities also have somewhat strained relations with Kesh as there is a persistent feeling of abandonment by the Empire. When the first revolt of the Keshian Confederacy occurred, Kesh stripped all her garrisons north of the Jal-Pur, leaving the colonists in Bosania to fend for themselves. The Free Cities are a people who feel betrayed by their historic rulers. They were farmers and tavern keepers, left to defend themselves in a terribly harsh land, inhabited by goblins, trolls, and the Brotherhood of the Dark Path. Life in the regions without a standing army has been one of constant struggle just to survive.
The Kingdom of the Isles, also known simply as "The Kingdom," was once a very small kingdom on the island of Rillanon but grew to engulf its neighboring island kingdoms and expanded to the mainland. The conDoin family has ruled the Kingdom for hundreds of years. Dannis was the first conDoin to be crowned King of Rillanon. He was a tribal leader who united the island of Rillanon. Two hundred years later, his descendant, Delong, the only king to be called "the Great," brought the banner of Rillanon to the mainland with the conquest of Bas-Tyra. Conflict between the Empire of Great Kesh and its subsidiary, the Keshian Confederation, led to the withdrawal of Keshian troops from its northern territories. The Kingdom of the Isles seized upon this change to expand far to the west, encompassing lands from the Bitter Sea across the Grey Tower Mountains to the Endless Sea. Duke Borric's grandfather, youngest son of the King, brought the Kingdom armies westward and established the Western Realm. The Kingdom has been ruled by the ConDoin dynasty for generations. Though recognized as a single nation, the Kingdom has two distinct characters and is virtually two united states. In the east, the seat of government is the magnificent city of Rillanon, but Krondor marks the start of the Western Realm and governs the lands westward to Crydee.
The Kingdom of Roldem - the largest island and independent kingdom within the Kingdom Sea. Its capital city, Roldem, is nestled in a deep bay on the eastern side of the large island at the foot of the Mountains of Roldem.
The Kingdom of Queg - The island Kingdom of Queg is located in the Bitter Sea southeast of the Free Cities of Natal. Quegans are known for their large war fleet, their aggressive business practices, and their love of competitive sports. Quegans are considered by some to be compulsive traders and view themselves as being surrounded on all sides by enemies. Given their geographical location, this feeling may not be far from the mark. In ages past, Queg was a Keshian province. Over a decade before the first conflicts between Kesh and her Lesser Confederation, Queg, began a successful revolt and become an independent nation. Although the former Keshians mixed with local islanders through intermarriage, they consider themselves the only true heirs of Ancient Kesh. They believe Queg has endured as the sole repository of their great culture since the fall of Bosania to the Kingdom and that those who sit upon the Throne of the Overn Deep are a fallen people - not the "Truebloods" they call themselves. The language of Queg is a variant of the ancient Keshian spoken at the time of the Empire's withdrawal from the Bitter Sea, and so is related to the languages of Yabon and the Free Cities and similar to the language spoken in the land of Novindus. The island of Queg is volcanic and has some of the richest farmland north of the Vale of Dreams. Is surrounded by unusual local currents making it the most decent climate in the Bitter Sea. Thus, the nation is self-sufficient when it comes to feeding its populace. Queg had the largest navy in the Bitter Sea, a fact of life constantly driven home by its regular harassment and occasional seizure of Kingdom, Keshian, and Free Cities ships. Non-citizens of the Kingdom of Queg have no legal rights. If one sets foot on Quegan soil without a Quegan sponsor, they are considered property for the slave trade. Resisting apprehension, even to save one's life, is assault on a citizen of the Empire. Visiting Queg, even under the auspices of a sponsor, can be a dangerous proposition. A sponsor could withdraw protection at a whim returning one's status from "guest" to that of alien and potential slave. Quegan government serves two purposes: to keep order - by keeping the peasants beaten down - and to defend the island. The real power within the government rests with the nation's wealthy merchants. The oldest families have hereditary rights to a place on their ruling body, the Imperial Senate. Those with enough money, however, can buy a seat. One of Queg's most valuable exports, and carefully guarded secrets is Quegan fire oil. This substance, compounded by Quegan alchemists from naphtha and limestone dust, which are both found abundantly on the island, is a powerful incendiary weapon. It burns upon application of physical force and even water will not put it out. In addition, the fumes of Quegan fire oil are heavy, hugging the ground and, if the fumes build up, the tiniest of sparks will make them explode. Like its parent nation of Kesh, Queg is also known for having open markets for slaves. (In the Free Cities and the Kingdom, the practice is discouraged.) Another popular export Queg is noted for is beautiful marble statuary - most being life size sculptures of the human form. Queg treats the whole of the Bitter Sea as her territory and Quegan war galleys, as well as Quegan pirate ships, have repeatedly raided the Free Cities, boarded Keshian ships, and even attacked the coastal towns of the Kingdom. The Kingdom has always had strained relations with Queg. Too much smuggling and raiding from the Kingdom's point of view and too little paying of duties for sailing on "their sea" from the Quegan point of view. Quegan war galleys are reputed to have known only one fear - Trenchard the Pirate, "The Dagger of the Sea." At the sight of Trenchard's fleet, Queg's galleys were seen to turn and flee.
Lesser Kesh (Keshian Confederacy) - A group of small nations who had existed as tributaries to Great Kesh for centuries. The Confederacy encompasses lands to the south of the Empire of Great Kesh below the mountain range known as the Girdle of Kesh. The people of the Keshian Confederacy, once vassals of Great Kesh, managed to throw off their dominion and have endured an embattled relationship ever since. The conflict between Great Kesh and Lesser Kesh has historical significance in that it weakened the northern Keshian territory of Bosania enough for it to be conquered by the Kingdom of the Isles.
The Northlands - To most men of the Kingdom, "The Northlands" is a convenient label for that unknown place the other side of the Teeth of the World. The region is the traditional home of the Moredhel and encompasses all the territory north of the High Ranges: the Great Northern Mountains, the Teeth of the World, the Northern Guardians, and the High Fastness. The Kingdom established the Border Baronies to guard the passes at Highcastle, Northwarden, and Ironpass to prevent the denizens of the Northlands from moving south. The only other major pass, Inclindel Gap to the west of the Thunderhell Steppes, is guarded by the Dukes of Yabon.
Novindus - is located halfway around Midkemia from the continent of Triagia. Centuries ago, there was a great schism in the Church of Ishap, between those who believed that he was the One God Above All, and those who believed he was ‘Al-maral,’ or all gods, each of the lesser gods being but one of his different facets. As such things tend to do, the schism also masked a power struggle within the temples of Ishap, and at last the followers of Al-maral were declared heretics and hunted down. Legend has it that those in Great Kesh fled into the desert and died, but some few departed by ship, sailing into the Endless Sea. These refugees made it to Novindus and settled this southern continent. This continent, while home to many peoples, is also the dwelling place of the Pantathians, "Snakes Who Walk Like Men." The Pantathians were creations of the Dragon Lord, Alma-Lodaka, who raised these twisted creatures up from the serpents in the swamps of Novindus. Novindus has a thousand regional tongues and one major trading language, which is based on Keshian, as the original settlers of the area were people who fled from Kesh during the last great religious war. Novindus also has an Elven population called the Ocedhel. The Ocedhel were in Novindus as were the Pantathians - both gained freedom at the time the Valheru disappeared. After beginning their existence as a free people, the Ocedhel became markedly changed from their Triagian brethren by both a lack of leadership and the arrival, centuries later, of humans fleeing from Triagia. The Pantathians turned to age long efforts to bring Alma-Lodaka back into Midkemia. Their desire to restore the Dragon Lord they viewed as Goddess would lead to deadly conflicts with the Kingdom. There is also a Dwarven population in Novindus from whence came the legendary Obar, Prince of the Dwarves. Hidden on Novindus is a gateway into the Halls of the Dead. From north to south a range of mountains runs, called in the language of Novindus the Ratn'gari, which means "Pavilion of the Gods". Upon the two tallest peaks, the Pillars of Heaven, stands the Celestial City, or so men say, the home of the gods. Below those peaks, in the foothills stands the Necropolis, the City of the Dead Gods. The highest-placed temple, one that rests against the base of the mountains, honors the four lost gods. There, for those who know where to look, can be found a tunnel into the heart of the Celestial Mountains and a gateway to the Halls of the Dead. Of the living, only Macros, Pug, and Tomas have dared to travel that path.
Sorcerer's Isle - Located in the Bitter Sea between the island of Queg and Krondor, Sorcerer's Isle is a place of mystery and fear to sailors. It is the home of Macros the Black, considered by some to be the greatest sorcerer the world has ever known. Many believe that Macros is the spawn of a demon from the deepest circle of hell and his arts are of the blackest magic and so foul that even the bloody priests of Lims-Kragma, the death goddess, fear to set foot on the island. However, throughout his life, Macros has worked tirelessly for the preservation of life and all that is good. When the persecution of magicians reached its height in the Kingdom, Macros fled to the island and few travel to or from it since. The island is tiny compared to the nation of Queg, but still large enough to house a sizeable population and large enough that it takes hours to sail around. It is dominated by a high wall of cliffs. Atop the highest point of the island, a black castle - a malignant-looking thing of four towers and stone walls - rises high against the sky. The castle sits atop a massive stone chimney, an up thrust finger of land, separated from the rest of the island by tidal action, which has cut a cleft as impassable as any moat. A drawbridge is the only passage across the cleft to the castle. The castle is the source of terrible arcs of energy, silver flashes that rise high into the sky, vanishing in the clouds, and accompanied by sizzling whines that hurt the ears. Blue light shines from a high tower window overlooking the ocean. Few know that these frightening displays are simply devices to scare of intruders into the privacy of the wizard's home. Nestled in a vale of the island there is a less foreboding, and more comfortable, dwelling - a villa known as Villa Beata, "Blessed Home.". For reasons of his own, Macros told those who asked an elaborate story about the inhabitants of Villa Beata. However, Sorcerer's Isles' previous inhabitants were actually Quegan. Those who fled the Quegan revolt of Lord Vax founded the Villa. They died out being very isolated and having little resources but not before they built a beautiful dwelling. After the first Riftwar and Macros' disappearance, Pug returned to the island castle to claim the legacy of Macros, the numerous volumes, tomes, and parchments from his library, which became the heart of the Academy at Stardock's library. It was among these treasures that Pug discovered a complete and detailed map of the entire world of Midkemia. Sorcerer's Isle was also home to the last of a race of goblin kin who, unlike their more savage cousins, were intelligent and benevolent. Their race was akin to the goblins, as the elves are to the Dark Brotherhood. This ancient race perished but for a few, long before humans came to the Bitter Sea. Those that were left were brought to Sorcerer's Isle by Macros. His faithful servant, Gathis, was the last of this ancient people. In time, Pug took up residence in Villa Beata on Sorcerer's Isle and made it home to a new school and a base of operations for the Conclave of Shadows - those who oppose the evil of the Nameless One.
Sunset Isles - The Sunset Isles mark the eastern end of a vast archipelago that extends westward across the Endless Sea. Beyond the Sunset Isles are another dozen large islands and hundreds of tiny ones. All are a part of a long series of islands that stretch to the far west, ending in an even greater archipelago with islands numbering in the thousands. Many of these islands are huge, perhaps a hundred miles across, while others are no more than sandbars. The inhabitants of most are unknown although some, such as the cannibalistic inhabitants of the Skashakan, are infamous. The only island among the Sunset Isles with a harbor deep enough for a large, deep-sea faring vessel is the island of Freeport. Freeport owes its excellent harbor to the extinct volcano which is the island's foundation. The harbor, almost a half-mile across, is formed by a wide oval of coral-bound beaches and the steeply rising volcanic peak close behind. The mountain rises in an almost perfect protective circle around the town of Freeport which rings the water and is built upon every available patch of land. Freeport was originally the home of a small Keshian garrison - dog soldiers with Imperial officers and a couple of small ships. When the Empire of Great Kesh pulled out of the province of Bosania - this small garrison was forgotten. About the time that the conDoins were establishing the Western Realm, the remnant of this Keshian garrison began raiding, using the Sunset Isles as their haven. It is uncertain whether the Keshian soldiers had revolted and killed their officers or if the officers led them, but a growing enclave of cutthroats began to plague the waters of the Endless Sea between the Sunset Isles and Triagia and into the Bitter Sea. Attempts by both the Keshian Empire and the Kingdom to defeat the pirates were frustrated by the swiftness and maneuverability of the their favored light vessels, the labyrinthine nature of the archipelago, and the tenacity of these cutthroats who would hide out until safe and then rebuild. In the years before the sacking of the Far Coast by Render's brigands, the pirates of Freeport had begun to exchange their historical raiding practices for safer, and more lucrative, trading endeavors ... all the while skirting the trade laws, tariffs, and customs of the established kingdoms. Soon after Nicholas' return from Novindus, an alliance was established between Freeport and the Kingdom. King Lyam named Nicholas' former squire, Harry, the first Governor of Freeport and the Sunset Islands and elevated him to the rank of Baronet of the Prince’s Court. The Kingdom saw a growing frontier along the Far Coast and in the Sunset Islands and encouraged many to seek their fortune in these lands. When the islands became a part of the Kingdom a law was established guaranteeing that if a man could live for a year and a day committing no crime, he would be pardoned for whatever he had done before coming to the Isles. The harbor at Freeport would eventually become a strategic base for the Kingdom fleet.
[Return to Elvandar Home Page]
*The Riftwar Saga, Krondor's Sons, Riftwar Legacy, Serpentwar Saga, and The Riftwar Legacy. (The Gazetteer does not yet include all material from the Legends of the Riftwar, Conclave of Shadows, Darkwar, Demonwar, or Chaoswar Sagas.)